Showing posts with label dnd. Show all posts
Showing posts with label dnd. Show all posts

Thursday, February 27, 2014

Overthinking

Not updated in a while because all I've had to talk about is Fate, and I'm pretty sure that was getting boring.

So, of course this'll be another Fate post.

I've been thinking about the campaign too long. I'm starting to second-guess every aspect of it. The "no magic" rule is close to being scrapped because I'm liking the idea of paranormal elements (specifically, the broader scope for encounters); I'm considering either expanding the playable races to include more options, or stripping it back to just humans; there's a possibility to update the technology more to allow airships, although I still want to avoid cars so that could be difficult.

And all of this is having the knock-on effect of making me question the entire backstory I've written, and the broader narrative I was thinking of telling within the campaign.

Of course, a large part of Fate is to do with collaboration between the GM and players, so maybe it makes more sense to bring a certain set of ideas to the table and let the others add or expand with their own ideas and characters.

Part of this self-doubt probably comes from the realization I had last week, that I shouldn't be trying to come up with endings for the scenes I was writing. Trying to predict outcomes in a tabletop game isn't just pointless, it's a waste of time and runs the risk of railroading your players. I've instead just come up with the setup and characters - who they are, what they want, and where they are - with the hope that my understanding of, and ability to explain, the rules will allow things to flow more naturally.

That leads me, of course, into a position where the PC-level elements of the plot aren't predictable, which is where my lack of faith in the narrative I was originally thinking of.

Really, what this boils down to, is that I desperately need to sit down with the group and talk about this thing. A couple of our regulars have been unwell the last couple of sessions so there've been boardgames with stand-ins instead. But I don't want to start talking about this game when a. we're all in the middle of learning a new game and b. there are people there that I don't know and won't be playing Fate.

I really just need to get the game started before I lose all enthusiasm.

Friday, January 31, 2014

Testing the waters

Last night, my wife was gracious enough to let me use her as a test subject in my continuing obsession with Fate, and I had my first experience going through character creation and running a scene.

Conclusion: I am horribly unprepared to run a game yet.

Explaining the concept and purpose of character Aspects proved more difficult than I'd anticipated, but that's partly due to my own vague understanding, and occasional confusion of the invoke/compel terminology. Nailing down a High Concept proved especially tricky, though the rest of it went far quicker as we both got the hang of things - and I think I got a little better at explaining things.

Fortunately she's helped a lot with the overall game scenario, so she had a strong idea of the kind of character that would fit into the world; my real players won't have been as hands-on with the backstory, so that's something I'll have to keep in mind when they're making characters.

The fight (that most basic of RPG interactions) started off badly, from a GM perspective. I should have done more to encourage or enable interesting actions, but I'd neglected to write out any environment Aspects for the characters to Create Advantages with.

I also had Catherine go first, and without my lead to go on her only real course of action was to hit things, which quickly got... well, kind of boring. It turned into attack/defend rolls so fast that I'm stunned I didn't see it coming.

Things improved when we adopted the mantra of "explain what you want to do, then worry about how you do it" - initially we were both approaching the fight in terms of mechanics rather than narrative.

Once we were thinking of cool ways to hit our opponents and use the environment everything started to flow better, we had a wider variety of skills to roll and got more interesting outcomes when we did. (One of my thugs tried to move over a bed rather than around it; his Athletics Overcome roll failed badly and he knocked himself out.)

The biggest takeaway from the evening is that "explain your goal" idea. It's something I'd already been trying to work into the missions and sidequests I've written - give the party a clear objective, then let them figure out how best to achieve it - but it never occurred to me that it would be so important for every exchange in a scene.

Tangentially related to that is making sure I have plenty of Aspects for them to Create Advantages with, which will also hopefully distinguish one fight from another, and making sure plenty of different kinds of actions make sense - so there are obstacles to Overcome rather than just Attacking all the time.

It took basically until the last thug was defeated for me to get a proper sense of how an exchange is supposed to flow. There are still plenty of thing's I'm unsure of - boosts are a big question mark for me, I'm not sure how to apply "costs" to failed and tied rolls, my sense of passive opposition difficulty needs tweaking, and I have a feeling that encounter would have been laughably easy for a four-member party - but now I feel much better about trying it again.

Thursday, January 30, 2014

Making distractions

If there's one conclusion I've reached while trying to write a compelling tabletop RPG plot, it's that videogames have it easy.

One idea I've had, to try and make the city feel more alive and make travel more interesting, was having a stack of "random encounters" to pull from every so often - short, incidental missions and exchanges to pull the party off-course temporarily (if they feel like being charitable - I imagine the magnitude of their current primary objective will affect their willingness to assist strangers in the street).

But how do I make short, incidental missions that are interesting, that the party will want to (or have no choice but to) get involved with, and which aren't just combat?

I'm having real difficulty coming up with interesting sidequests and mission types. Sure, they can be interesting from a story or character angle, or help build up the world for the players, but there are gameplay tropes that videogames can take for granted which I just can't see being anything but boring at the table.

Take, for example, that humblest videogame staple: the Escort Mission. Travel with a computer-controlled character, defend them from attackers, reach your destination safely.

There's a lot of variety to be had in a videogame with that - whether they have to stop temporarily to perform a side-task, whether you're in close-quarters or open spaces. To me, trying to convert that into a tabletop encounter, that just sounds like combat interspersed with "and now you're in this alleyway!" - boring.

In videogames, particularly the sort with escort missions, it's widely accepted that your primary method of interacting with the world should be violence. Need to open a door? Shoot it. Need to get through a barrier? Run it down with your car. That NPC look at you funny? Kick his teeth in. I want my players to do more than roll to hit and roll for damage.

Even traversing the environment can be mechanically engaging in a videogame - you've got moment-to-moment decisions to make, essentially hundreds of skill checks a minute to avoid traffic. In D&D? "I walk to the tavern". I can't make them roll for every footstep.